Tips for conquering "Alice's Time Labyrinth"
The Basic Mode Strategy Page contains official strategy information for mastering the Basic Mode of "Alice's Time Labyrinth."
It takes some of the fun out of solving the game yourself, so if you want to solve it yourself, I recommend not watching this.
We also list tips and tricks that will make the game easier to play, rather than strategy information.
Check out other tips"Alice's Time Labyrinth" Basic Mode Strategy Guide
1. Be aware of what is strong in the early game and what is strong in the late game
In the early game, it's more important to strengthen your deck than to exorcise the incarnations of darkness. Energy cards are especially important in the early game.
On the other hand, energy cards can become a nuisance towards the end of the game.
Power cards become more necessary towards the end of the game.
Strong cards will change depending on the progress of the game, so you need to consider the situation when acquiring them.
In the early game, it is often more advantageous to take [Advancing Spirit] even if you have extra costs.

2. It's also an option to pass on the acquisition
If there is only a small amount of energy you can acquire using the energy in your hand, there is no need to force yourself to do so.
In particular, low-cost cards like "Light Dispelling Darkness," "Flash of Conviction," and "Impatience" can actually weaken your deck if they don't work well with your deck, so even if you have extra energy or purchase points, it's often best not to try to acquire them and end your turn.
3. The choice not to exorcise the embodiment of darkness
As for the Dark Avatar, there is an advantage in that you can receive more benefits from special cards if you exorcise it early, but as the level increases, the speed at which your Potential Deck is depleted increases, so it is important not to get ahead too quickly and to strengthen your deck with Dark Avatar Lv1 and Lv2.
Especially after the second time leap, you need to carefully consider when to exorcise the Lv1 and Lv2 Dark Avatars. The number of cards that can be eaten by a Lv1 in 4 turns is very small, at 1, 1, 2, and 2, so the trick is to keep the Lv1 alive for at least 4 turns.
In hard mode, you need to proceed with particular caution as there is a possibility of receiving darkness when challenging Lv3. Although the possibility deck remains, it is also an effective strategy to defeat Lv2, get a special card, and then time leap before fighting Lv3.
4. Consider the final shape of your deck when building it
Let's think about what state the deck needs to be in to win when Dark Avatar is at Level 4.
The deck completion pattern mainly branches out depending on the relic of [Dark Avatar Lv3]. Should you focus on power cards or skill cards? What kind of composition is required to reach the toughness of Lv4 20? You need to understand it first.
In easy and normal modes, I think you can win by thinking about what kind of deck you want to build before the game starts, and then strengthening your deck towards that ideal.
The cards you acquire change as the game progresses, so you may find it difficult to clear the game on Hard mode. In that case, don't decide on your final deck at the start of the game, but instead switch and build your final deck according to the cards you acquire in the early stages, and you will be able to clear the game steadily.
5. Understand strong combinations
There are some cards that are strong when used in combination. Be sure to understand how to combine them effectively when using them.
"Trick" & "Door of Possibility"
With Door of Possibility, the leftmost card on the field has a cost of -5 to acquire, so by bringing the card you want for the trick to the leftmost position on the field, you can acquire it with significantly less energy.
"Revelation" & "Butterfly Message"
The effect of Butterfly's Message is to reduce the cost of all cards acquired by 1 during that turn. Therefore, by increasing the number of cards you can acquire with Revelation, you can acquire more cards with less energy. When you have 5 energy, you can acquire two cards with original costs of 4 and 3.
"Gathering of forces" & "Impatience"
"Impatience" is weak on its own, but when combined with "Gathering of Power" it becomes extremely powerful.
If you get a lot of "Concentration of Power," you can easily become stronger by actively adding "Impatience" to create a skill-based deck.
"The Secret of Battle" & "Concentration"
2 cards is 10 points. If you have a power +1 relic, 2 cards is 12 points.
6. Compress your deck
By using the skill "Return of Power", you can return cards from your hand to the Possibility Deck. By returning weak cards, you increase the chances of drawing strong cards. This is called deck compression.
By compressing your deck, efficiency increases, so it is best to obtain "Power Reduction" as early in the game as possible and compress your deck.
The cards you return will vary depending on how the game progresses, but the following general idea is fine.
In the early stages, only "Weak Heart" is returned.
In the middle game, bring back ``Weak Heart'' & ``Strong Heart''.
A good rule of thumb is to make sure that you are able to generate 6 or more energy with the energy cards in your action deck other than the one you are returning, "Strong Heart." If you are unable to generate much energy and you return "Strong Heart," you will be in trouble.
At the end of the game, all energy cards are returned.
A good guideline is when you have used up all your Time Leaps and have no more Divine Revelation, Concentration, or Battle Secrets in your Possibility Deck or on the field. If you can no longer expect to strengthen your deck by acquiring cards, you can increase your chances of drawing power cards or skills by reducing your energy.
However, compressing your deck will make it more susceptible to the effects of Hard difficulty "Darkness" cards and "Darkness Avatar Lv2 Action Deck Direct Attacks", so you will need to consider how much compression you should do depending on the situation.
A convenient way to count the remaining number of "Alice's Time Labyrinth" skills
By connecting two cards under a card that increases the number of skills you can use by +2, such as a Trick, and connecting one card under a card that increases the number of skills you can use by +1, such as Revelation, you can easily keep track of the number of skills you have remaining for this turn.
Below is a look at how skills are used and placed in the [Hand Use Area] in the order of ① to ⑥.
It's easy to see that the skill's available capacity is being used up exactly.
